Update 1.5 brought everything in line with the 2.0 changes, should be the final update needed for this mod.
Let me know if you have any issues or requests and I'll see what I can do to oblige. I am always open to suggestions and can release optional files that may differ from the aim of the main file.
There is an issue with the recoil animation when hip firing. The camera recoil is fine, its the weapon itself that slides back a lot more than it should.
from the KenshinSemiAuto.yml file. It makes the recoil behave as it should. It does however come with an issue of the gun sounding like it fires two bullets when hipfiring (it still actually fires only one). Imo its a lot less noticable than the recoil was so I recommend anyone with this issue to try it.
Also the stats of the weapon itself didn't match with what is shown in the video showcase, probably because the 2.0 update changed some things as I don't recall having any other mods that could affect kenshin itself. To fix that I edited some values and added a magazine capacity modifier so the end result looks like this:
With these changes the weapon has a magazine size of 12, an attack speed of 3.0 and at tier 5 it has 81 damage per shot. It's close to the Unity with Unity having a slightly faster fire rate of 3.3 at the cost of a bit less damage of 75 at tier 5 so I think those values are somewhat ballanced. If you wish to tweak any of those values for yourself, the Items.Base_Kenshin_Technical_Stats_inline1 value relates to the attack speed - lowering it increases attack speed and lowers the damage a bit while increasing it lowers the firerate but adds damage. the BaseStats.DamagePerHit only modifies the damage without touching other things.
@jebacdisa69 Thank you very much for your input! I appreciate it! I never could make heads or tails of those commands!!! (srsly how on earth can i know that "Stats_inline1" means "attack speed"). That's just wack!
Thank you so much for adding the Kanetsugu scope to Ambition! It always bothered me that the description for the weapon indicated it should have a completely unique Zetatech sight on it, yet not only did CDPR not give it a unique sight (since AFAIK there are no Zetatech-made scopes available as attachments) they gave it the Budget Arms AddVantage of all things. At least with an Arasaka-model sight, it looks appropriate.
This mod was just what I was looking for but It looks like the weapon gets a huge recoil like I'm shooting a shotgun when fired from hip but it's normal if you ads, is there a way to fix this?
hey man love your work ! do you think you could do the same thing for the lexington it would be absolutely incredible and i dont think i'm the only one who would love that
Hey man great work, i love to use Kenshin now, if you are playing the game yet can you make a similar mod to the A-22B CHAO? or Semi Auto like de Kenshin or Full Auto like a Lexington?
69 comments
Let me know if you have any issues or requests and I'll see what I can do to oblige. I am always open to suggestions and can release optional files that may differ from the aim of the main file.
Happy hunting, chooms
Items.Base_Kenshin:
triggerModes:
- !append TriggerMode.SemiAuto
- !remove TriggerMode.Burst
Items.Base_Kenshin.primaryTriggerMode: TriggerMode.SemiAuto
from the KenshinSemiAuto.yml file. It makes the recoil behave as it should. It does however come with an issue of the gun sounding like it fires two bullets when hipfiring (it still actually fires only one). Imo its a lot less noticable than the recoil was so I recommend anyone with this issue to try it.
Also the stats of the weapon itself didn't match with what is shown in the video showcase, probably because the 2.0 update changed some things as I don't recall having any other mods that could affect kenshin itself. To fix that I edited some values and added a magazine capacity modifier so the end result looks like this:
Items.Base_Kenshin_Technical_Stats:
- !remove Items.Base_Kenshin_Technical_Stats_inline2
- !remove Items.Base_Kenshin_Technical_Stats_inline4
- !remove Items.Base_Kenshin_Technical_Stats_inline8
Items.Base_Kenshin_Technical_Stats_inline1:
value: 0.3285
Items.Base_Kenshin_Technical_Stats_inline3:
value: 1
Items.Base_Kenshin_Technical_Stats_inline5:
value: 1
Items.Base_Kenshin_Technical_Stats_inline9:
value: 1
Items.Base_Kenshin_Constant_Stats:
statModifiers:
- !append
$type: gamedataConstantStatModifier
modifierType: Multiplier
statType: BaseStats.DamagePerHit
value: 1.27536108
- !append
$type: gamedataConstantStatModifier
modifierType: Multiplier
statType: BaseStats.MagazineCapacityBase
value: 0.6
With these changes the weapon has a magazine size of 12, an attack speed of 3.0 and at tier 5 it has 81 damage per shot. It's close to the Unity with Unity having a slightly faster fire rate of 3.3 at the cost of a bit less damage of 75 at tier 5 so I think those values are somewhat ballanced.
If you wish to tweak any of those values for yourself, the Items.Base_Kenshin_Technical_Stats_inline1 value relates to the attack speed - lowering it increases attack speed and lowers the damage a bit while increasing it lowers the firerate but adds damage. the BaseStats.DamagePerHit only modifies the damage without touching other things.
Trigger Mode Control will fix the issue with the hipfire sound.
Mod has been updated with it as a requirement.
Thank you very much for your input! I appreciate it!
I never could make heads or tails of those commands!!!
(srsly how on earth can i know that "Stats_inline1" means "attack speed"). That's just wack!
And @dev614
Thanks for the mod and for uploading!